civilization: sid meier’s legacy. - stanford university · civilization: sid meier’s legacy....
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Civilization: Sid Meier’s Legacy.
Nathan Mintz March 10, 2003.
Case Study.
From his humble origins as the co-founder of a garage startup, Sid Meier has
grown to become a game industry superstar. Most prominent in his success has been the
Civilization series, which has sold over five million copies in its half a dozen
incarnations.1 The success of the Civilization series can be attributed to Sid’s unique
philosophy for game design. Sid’s emphasis on interactivity over flashy animation,
sound effects and action sequences makes him truly stand apart as a game designer.
It is this model of game design that makes Civilization so unique and was the vital
lynchpin in its success.
In the beginning…
Sid’s successful career as a game designer began in 1982 when a younger Sid and
future business partner Bill Stealey were both working for General Instruments
Corporation. Excited by their conversations about video games, they decided to come
together and founded Microprose, one of many basement computer companies founded in
the early 1980s.2 There first release, F-15 Strike Eagle, a flight simulator, came out later
that year and went on to sell over one million copies worldwide.3 This initial success
gave Microprose what it needed to take off: over the next seven years it would release
eight new games including Silent Service, Sid Meier’s Pirates!, Red Storm Rising and F-
19 stealth fighter.4
Picture on title page taken from the “Civ III: Play The World” website available: http://www.civ3.com/ptw_screenshots.cfm. 1 “Firaxis Games: About Sid Meier” available: http://www.firaxis.com/company_sid.cfm. 2 Coleman, Terry. “The Sid Meier Legacy: Interview.” Gamespot.com Reviews. 1999. available: http://www.gamespot.com/features/sidlegacy/interview.html. 3 “Firaxis Games: About Sid Meier” available: http://www.firaxis.com/company_sid.cfm. 4 Coleman, Terry. “The Sid Meier Legacy: The Formative Years 1984 to 1989.” Gamespot.com Reviews. 1999. available: http://www.gamespot.com/features/sidlegacy/form.html .
Sid Meier’s RailRoad Tycoon
In 1990, Sid Meier
collaborated with Bruce
Shelley of Avalon Hill to
release Sid Meier’s
Railroad
Tycoon. Railroad Tycoon
was inspired by the many
hours Sid Meier had spent
decompressing from
Gunship by playing
SimCity, the smash hit that
Maxis Games star designer Will Wright had released on the world the year before.5 Sid’s
main complaint had been that while SimCity was very entertaining, he wouldn’t be
comfortable doing something similar unless clear objectives were set so that the player
could actually “win” the game. In Railroad Tycoon, Sid Meier developed a lot of the
same design aspects that would later find there way into Civilization. As Sid puts it:
Screenshot from Sid Meier’s Railroad Tycoon courtesy: Moby Games. available: /http://www.mobygames.com/game/shots/gameId,70/gameShotId,10450/
“I got the idea of taking multiple simple systems and having them work together to create an interesting complexity. There was operating the railroad, playing the stock market, building track. It was like different things that individually are pretty simple and easy to understand and easy to get into, that when they interact, create an interesting kind of complexity.”6
5 “Release Information for SimCity.” Moby Games. Available: http://www.gamespot.com/features/sidlegacy/form.html. 6 Coleman, Terry. “The Sid Meier Legacy: Interview.” Gamespot.com Reviews. 1999. available: http://www.gamespot.com/features/sidlegacy/interview10.html .
In addition to this, Railroad Tycoon took a step up from SimCity and introduced
competing railroads that were controlled by the computer. This was a unique concept that
would become a cornerstone of Civilization.
Sid Meier’s Civilization
The original Sid Meier’s Civilization was released for DOS in 1991 and
immediately changed the face of gaming forever. Lead design for Civilization was
credited to both Sid Meier and Bruce Shelley, although it was inevitably Sid’s name that
found its way onto the box, having become somewhat of a brand name.7 Fitting neatly on
four 3 ½” floppy disks and running smoothly on a 386 with four megabytes of memory, it
was by no means a marvel of technology. Its graphics were below average for the time
and multimedia was limited to several basic sound effects and cheesy animations. The
key to Civilization’s success
lied in its scope: it was the first
true “God Game”, allowing the
user hundreds of options on
both a macroscopic and
microscopic level to lead their
civilization through time as
they watched it evolve from a
bird’s eye view. It was the Screenshot from Sid Meier’s Civilizationcourtesy: Games Domain. available:
.gamesdomain.cohttp://www m/gdreview/zones/reviews/pc/sept/civ2.html
7 “MobyGames: Sid Meier’s Civilization.” available: http://www.mobygames.com/game/sheet/gameId,585/
pinnacle of what Robert Rouse refers to as “complex gameplay emerging out of multiple
consistent systems acting in parallel.”8
The User Interface from civilization hinfluenced strategy games for years to come, as seen here in This screenshot from starCraft
eavily
he
e
of
Courtesy Starcraft Strategy Gaming. Available: http://starcraft.strategy-
Civilization underwent a considerable metamorphosis throughout its design
phase. Sid had originally intended the game to have more of a SimCity feel, with cities
basically maintaining themselves and the user having relatively minimal control.9 His
choice to make city resource management a large part of the game was perhaps one of the
most revolutionary elements of Civilization that contrasted it heavily from both its
contemporaries and future strategy games. In SimCity, building structures became an end
unto itself, with no other higher purpose in the game. In many Real-Time Strategy games,
such as StarCraft, structures
serve as little more than
homogenous breeder pits for
units. Also, Civilization added
the ability to build unique
improvements, known as
wonders of the world (such as t
Pyramids), to add further spic
and complexity to the game.
Civilization’s optimal balance
production and improvement was
8 Rouse, Robert III “Game Design: Theory and Practice. Chapter Seven: The Elements of Gameplay.” Gamasutra available: http://www.gamasutra.com/features/20010627/rouse_02.htm. 9 “Sid Meier’s Legacy: Civilization Interview” available: http://www.gamespot.com/features/sidlegacy/civi.html
rewarded with numerous accolades among them being named “The Best Game of All
Time” in 1996 by Computer Gaming World magazine.10
Civilization’s underlying drive for maximum interactivity by a large number of
systems acting in parallel is
a good model for
generating game histories.
While the interactivity of
the game is constrained by
the limits of player game
options, the number of
systems that the player is
able to manipulate
simultaneously makes for a
vast array of possible solutions to any game problem. This leads to what Richard Rouse
refers to as “player-unique solutions to situations in the game.”11 Indeed this sort of
“emergent” game play has yielded a myriad of strategy books and websites devoted to
Civilization and its progeny. The very existence of these sites further reinforces the
compelling nature of the Civilization franchise.
Multiple Levels of Parallel Systems, (like the city screen above) yield themselves heavily to emergent game play. Courtesy Games Domain Available: http://www.gamesdomain.com/gdreview/zones/reviews/pc/sept/civ3.html
The design of the user interface for Civilization was a natural step forward from
Railroad Tycoon. Civilization takes its interface a step further however, by adding a
dynamic text interface. This interface was unique in that it fully integrated a macroscopic
snapshot of one’s civilization while at the same time giving the properties of the unit that
10 “Civ III awards” Official Civ III site. Available: http://www.civ3.com/en/awards.cfm. 11 Rouse. “Game Design: Theory and Practice. Chapter Seven: The Elements of Gameplay.”
the player was manipulating. This model of interface is incredibly efficient in immersing
the user in a wealth of encyclopedic data at a mouse click’s notice. It would become the
template interface for not just the Civilization series, but a variety of other strategy games
as well.
One issue that emerged in the design phase dealt with where to end the game.
Essentially, as the player advances forward through time technology reveals itself in the
form of 54 technological advances new units, city improvements and capabilities12. Many
argue that this approach is a poor simulation of reality, in that it clumps socially
processes together with a lot of accidental discoveries13. For instance democracy and
gunpowder are both technology advancements available in the game, though the process
by which one arrives at these discoveries is entirely different. While being a poor
substitute for reality, by making the tech tree simple enough for a decision on what
direction one wishes there Civilization to go in to be decided with a mouse-click, Shelley
and Meier made it fun rather than tedious. The tech tree serves to make the game even
more dynamic by adding yet another parallel system and giving the player one more ball
to juggle, yet keeps from overwhelming the player by keeping it relatively simple.
One of the key issues that needed to be worked out in the design process was
where to cut off the game. Sid Meier had originally wanted to include units such as
paratroopers, aegis cruisers and stealth. Sid became concerned about if there truly was a
good place to cut it off, and opted to cut the game off at World War II technology.14This
12 “Civilization Manual: HTML” Civfanatics.com available: http://www.mobygames.com/game/sheet/gameId=15/. 13 Watrall, Ethan. “Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games. Part Two” Gamasutra. Available: http://www.gamasutra.com/features/20000607/watrall_01.htm. 14 “Sid Meier’s Legacy: Civilization 1.” Available: http://www.gamespot.com/features/sidlegacy/civi.html.
turned out to be a wise decision, as it gave the game some room to grow in its second and
third editions.
Other minor issues showed up in the original Civilization. The random number
generator that was used to resolve unit combat often produced questionable results and
was the largest complaint among Civ fans. Many players
experienced frustration when their incredibly powerful and
expensive battleship disintegrated upon attacking an intuitively
weak legion unit, armed only with swords and spears. As
veteran gamer Michael Gower puts it “Over the course of an
hour I would find myself screaming at the screen at least half a
dozen times when the computer produced results that made
absolutely no sense.”15 This problem was fixed somewhat in
later versions of Civilization. “Microprose had become a very large company and hadchanged owners, and I just elt I wanted to work in a
smaller company env ronment that focusedon computer game designing and not distribut ng and
f
i
ipublishing.” - Sid Meier (Pictured above)
In December 1993, Microprose had undergone a m
with Spectrum Holobyte (of Tetris fame) and reshuffle
management team, making Sid Meier executive vice president
of product development.
erger
d its
series
16 This changed his role within the
company, taking his attention away from the Civilization
and focusing it more on the general direction of Microprose. This would have adverse
affects on the next game in the Civ franchise.
15 Personal Interview. Michael Gower, March 10, 2003. 16 Louie, Gilman. “Spectrum Holobyte and Microprose: A Merger That Worked.” Red Herring Magazine, December, 1994. available: http://www.redherring.com/mag/issue16/merger.html.
Civnet
Sid Meier’s change of focus away from Civilization showed in the second
addition to the Civilization series, Sid Meier’s CivNet. It was nothing more than the
original Civilization with a multiplayer version and a map generator tacked on. Many
complained that the graphics were really behind the times and that it required far too
many system resources for what it produced.17
Many gamers had purchased it believing it was Civilization II when in reality it
was just add on to the original Civilization. Making matters worse, the real Civilization II
was released only a few months after CivNet.18 The entire letdown of CivNet can be
attributed to Sid Meier not being directly involved with the project (it was produced by
William F. Denman)19 as well as it being released too long after the original Civilization.
If it had been released a few months or even a year after Civ I, it no doubt would have
posted stronger sales than its meager couple hundred thousand units.20
Sid Meier’s Civilization II
In 1995, Sid Meier’s Civilization II was released. It would be the last game of the
Civilization series to be published and developed at Microprose. Sid Meier had become
fed up with the new management from Spectrum Holobyte and would take his core team
17 UseGroup commentary comp.sys.ibm.pc.games.strategic - Nov 24, 1995 by Old Man. 18 “Moby Games: Sid Meier’s Civilization II” Moby Games available: http://www.mobygames.com/game/sheet/gameId=15/. 19 “Moby Games: Sid Meier’s CivNet” Moby Games available: http://www.mobygames.com/game/sheet/gameId=1892/. 20 “Sid Meier’s Legacy: Civnet” GameSpot. available: http://www.gamespot.com/features/sidlegacy/civn.html.
of Bryan Reynolds and Jeff Briggs with him to form Firaxis shortly thereafter and bring
his focus back to making good games.21
Most of the actual design for Civilization II was taken over by Jeffrey Briggs,
Douglas Kaufmann and Brian Reynolds.22 Civilization II underwent an extensive
makeover from the original
Civilization. Several new
features were added. To
compensate for the bad
combat generator that fans
had complained about in the
original Civilization the
designers added two new
statistics, known as hit points
and firepower to give more
contemporary units, such as
those with firearms, an even
greater advantage against their medieval or ancient foes.23
Screenshot from civilization II. Notice the inclined view. Courtesy Civilization Fanatics Center. Available: http://www.civ3.com/en/awards.cfm
Several other improvements were made in Civilization II. A variety of new
improvements, wonders and units were added. The tech chart was further flushed out.
Diplomacy features were expanded. A number of other cosmetic changes were made as
well. Multimedia was added, with animated advisers and video for when Wonders were
21 Vargas, Lulio “Sid Meier Interview.” MacGamer. May, 07 2002. available: http://www.macgamer.com/features/publish.php?id=907. 22 “Moby Games: Sid Meier’s Civilization II” 23 “Civ II Manual” p.33. Civfanatics.com. Available via PDF file: http://www.civfanatics.com/civ2reference.shtml#manual.
constructed. The graphics resolution was improved and the perspective of the game was
changed, changing the map to an incline rather than the overhead tile view of the original.
The concept of inter-civilization traded was expanded on, showing signs of how the trade
system would emerge in Civilization III.24
Civilization II would be one of the last games that Microprose would produce.
With the loss of Sid Meier, Microprose had lost its trump card and largely evaporated
into a minor subsidiary of Spectrum Holobyte, which was itself slowly riding into the
sunset. Civilization II would go on to be awarded Game of the Year- 1996, by PC Gamer
Magazine. 25
Civilization II would have a number of smaller add-ones that would be sold both
by Microprose and Hasbro Interactive. Hasbro Interactive, a subsidiary of the Hasbro toy
giant, had acquired Spectrum Holobyte and Microprose in an orgy of acquisition trying to
corner the video game market in the mid-1990s. In an effort to squeeze every last bit of
capital out of its investment, it haphazardly released Civ II: Multiplayer Gold Edition and
Civ II: Test of Time in 1998 and 1999. Neither of these games made much noise and
were not able to keep Microprose or subsequently Hasbro Interactive, from going under.
In 1999, Hasbro closed the former offices of Microprose in Alameda, CA and Chapel
Hill, NC. Shortly thereafter, the remnants of which were sold of to video game publisher
Infogrames in early 2000.26
24 ‘Civ II Manual” p.39, 41,57-59.” 25 “Civ III awards” Official Civ III site. 26 “Hasbro Interactive” Wikipedia. Available: http://www.wikipedia.org/wiki/Hasbro_Interactive.
Sid Meier’s Civilization III
In 2001, Infogrames and Firaxis released Sid Meier’s Civilization III. Civilization III was
revolutionary in a variety of ways. The flashy multimedia approach that had been added
to Civ II was underemphasized in favor of increasing the interactivity yielded to the user.
A moderate amount of animation and sound was kept in the game, in the form of
movement and combat animations for units, the diplomacy window and the soundtrack,
but the things such as the
wonders animations and
advisor animations that had
appeared in Civ II were
largely scrapped so that
resources could be better
allocated to enhancing
gameplay. Programmers
and developers focused
their attention on creating a
game experience that Sid
Meier describes as the “ultimate Civilization experience.”27 Sid took a relatively active
role in this version of Civilization, although the primary masterminds behind the game
were Jeff Briggs and Soren Johnson. Many of the subordinates had previous Civ
Diplomacy has become a major aspect of Civ III with the addition of strategic resources, culture and luxury goods. Courtesy Civ3 Fanatics Center Available: http://www.civfanatics.com/civ3images/gallery1/screenshot6.shtml
27 “Sid Meier Reflects on Civilization” Gamespot.com Available: http://zdnet.com.com/2100-1104-504093.html?legacy=zdnn .
experience as well: Dave Evans, one of the programmers, had composed the music for
Civ II, to give just one example.28
Several new systems were added to the game that completely changed game play.
One of these was the introduction of strategic resources and luxury goods. Strategic
resources are items such as iron, coal and uranium that are spread throughout the world
map. They are vital to a civilization at certain tech levels to permit the manufacture of
certain military items and city improvements available at that technology level. For
instance, swordsmen, one cannot build jet fighters without aluminum, or build railroads
without iron and coal. Without the right strategic resources, a civilization may find itself
unable to produce contemporary units or improvements and thereby poor and vulnerable
to attack. As not every civilization on a planet can have a complete monopoly on every
single strategic resource, it can serve the role of either a catalyst for trade or a catalyst for
war. Luxury goods are items like silk and spices that aid in keeping the populations of
your cities happy, yet another vital component of winning the game. Together these add
both a dose of realism and a further element of emergent game play.29
Another system added to the game is the idea of culture. This is the sum product
of your temples, libraries, wonders and other cultural improvements that give your
civilization an identity. Your culture gives you an advantage in negotiations with other
civilizations and the culture of individual cities is pinnacle in defining the borders of your
civilization. If a civilization neglects culture, it is likely to begin losing its own cities to
cultural defections to other civilizations and also to be treated with contempt by its
28 “Sid Meier’s Civilization III” Moby Games. Available: http://www.mobygames.com/game/sheet/gameId,5289/. 29 Instruction Manual Civilization III, p.59-60
adversaries. It is a vital aspect of Civilization and it has even become possible to beat the
game by means of a cultural victory over the computer opponents.30
In an effort to give the user to yield the user more possible endgames, the
designers of Civ III opted to give the user 6 possible ways to win the game. In addition to
the two original ways to win, by building and sending a spaceship to Alpha Centauri or
conquering the world, the designers added four new forms of victory. These include the
aforementioned cultural victory, a diplomatic victory by building the United Nations
wonder and being elected chairman, a victory by game score and a victory by conquering
2/3 of the planet by the time the clock
runs out.31 These added modes of
winning give the player a greater
number of options and paths to follow
in planning out the long-term vision of
their civilization.
Individual civilizations have
now been customized to have among
other things their own cultural
identities, strengths and unique units.
These various aspects give the player
further factors to take into
consideration and plan around accordingly. These also play into the concept of a Golden
Age, a new feature that allows the user a period of greater production, trade and military
The addition of several factors, including textured terrain and borders, helped distinguish Civ III from its predecessors. Courtesy CivFanatics.com Available: http://www.civfanatics.com/civ3images/gallery1/screenshot5.shtml
30 Instruction Manual, Civilization III. p.131. 31 pp.173-176.
strength for them to take advantage of. This is yet another thing to plan around because if
a player sets up for a Golden Age properly they will be able to springboard themselves a
considerable distance ahead of their opponents or catch up if they are behind. This adds
yet another system that must be taken into consideration by the player and a further
element of interactivity.32
All these factors added up
to a game that in many ways
exceeded its expectations. Sid
Meier and his design team had
taken an award winning formula,
expanded on it and created a truly
unique, challenging and highly
interactive game. “Just one more
turn” syndrome once again p
the dorms of countless college
students and caused many a late
day to be taken. In recognition for their efforts, the design team was rewarded with
numerous accolades including “Game of The Year” 2001 from Computer Games
Magazine, “PC Strategy game of the year” 2001 from gamespy.com and being editors
choice of five other computer game industry publications.
lagued
33
The infamous “Dan Quayle Screen” seen at the conclusion of every game of Civilization III. Courtesy CivFanatics.com Available: http://www.civfanatics.com/civ3images/gallery1/screenshot98 shtml
32 pp.142-143. 33 Firaxis Games: Awards. Available: http://www.firaxis.com/company_awards.cfm .
Sid Meier goes against the grain of the multiplayer revolution when he states: “the
single player experience has always been our primary focus.”34 Despite this, Civilization
III nevertheless came out with its own multiplayer version, Civilization III: Play the
World, less than a year after debuting Civilization III. Unfortunately, the Play The World
expansion would become a disappointment. It found itself being panned by critics,
primarily because of its shaky multiplayer option. Gamespot.com went so far as to say
"the multiplayer is also an unmitigated disaster. Play The World’s multiplayer is almost
unplayable.”35 As a company that had for years emphasized the single player in its
games, particularly Civilization, Firaxis had indeed dissappointed. Play The World now
looks slated to follow down the same path that CivNet found itself traveling down about
8 years earlier.
History will remember you as…
Sid Meier has followed down a long trail since producing the original Civilization
in 1991. His own road to success has been littered with both successes and failures.
Fortunately, in the fast paced world of the computer game industry, he has managed to
produce hits time and time again. The Civilization series itself is littered with numerous
successes and failures along the way, but the core elements of it Civ I, II and III have all
been smash hits that have changed the industry through their emphasis on interactivity
rather than multimedia. There overwhelming success can be attributed to Sid picking his
battles wisely. They are not technological marvels; they are marvels of user interactivity.
Sid Meier’s success should serve as a harbinger for a game industry preoccupied with 34 Vargas, Lulio “Sid Meier Interview.” MacGamer. May, 07 2002. available: http://www.macgamer.com/features/publish.php?id=907. 35 “Civilization III: Play The World Review” Gamespot.com. Available: http://gamespot.com/gamespot/stories/reviews/0,10867,2897110,00.html.
polygon counts and refresh rates. As Sid puts it: “If we don't have gameplay, we can't
really compete with other forms of entertainment because we can't do graphics as good as
the movie industry and we can't make sounds as well as the recording industry. All we
can do that's special to us is be interactive. So we have to hang on to that and make sure
we do a good job.”36 Civilization embodies this interactivity in so many ways and will
forever remain Sid Meier’s legacy.
36 Coleman, Terry. “The Sid Meier Legacy: Sid on the State of the Game Industry.” GameSpot.com Reviews. 1999. available: http://www.gamespot.com/features/sidlegacy/state.html.